v2.1 Proteus

v2.1 Proteus: 154 cards

You may gain an action during each of your turns. At the start of each of your turns, roll a die to see what the action will be for that turn, and then decide whether to take it. On a 1, you may use the action only to install a card; on a 2 or 3, only to gain 1; on a 4, 5, or 6, only to draw a card.

(5,T): Search your stack for a program, and install that program if you can. Shuffle your stack afterwards. You may use this ability during an encounter with a piece of ice. Hidden resources are installed face down, but are put into the trash face up.

After each successful run on R&D, you may choose to give the Corp a Doom counter instead of accessing cards from R&D. Each Doom counter forces the Corp to roll a die whenever it installs a card. On a 6, the card is trashed after it is installed, and the Corp removes a Doom counter.

(3,T): Cancel the effect of a successful trace. Give the Corp 1 Bad Publicity point if the trace would have had an effect other than or in addition to giving you any tags. Hidden resources are installed face down, but are put into the trash face up. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

After the turn in which you install Viacox, you gain an action during each of your turns, which you must take if possible. Roll a die at the start of each of your turns to find out what the action is. On a 1, draw a card. On a 2, gain (1). On a 3, make a run on R&D. On a 4, make a run on HQ. On a 5, make a run on a subsidiary data fort. On a 6, reveal a card to the Corp at random from your hand, and play or install that card.

(1): Break wall subroutine. (2): +1 strength. If Bulldozer breaks all the subroutines of a wall, and the next piece of ice encountered during this run is a sentry, break one of the subroutines of that sentry, at no cost. Whenever you break a wall subroutine with Bulldozer, lose a total of (2) from stealth cards.

Provides +2 MU and +2 hand size. Put (2) from the bank on Cortical Cybermodem when it is installed. Use these bits only to pay for using icebreakers during runs. If you use any of these bits, replace them from the bank at the start of your next turn. Only one deck can be in play at a time. Trash any older decks.

After each sucessful run on HQ, give the Corp a Crumble Counter. Two or more Crumble Counters allow you to trash, at no cost, any cards accessed from HQ, even if these cards cannot normally be trashed. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

(T): Trash, at no cost, all cards installed in a subsidiary data fort, even if they cannot normally be trashed. Use this ability only when you have just successfully made a run on that fort, and before accessing cards from that fort. Hidden resources are installed face down, but are put into the trash face up.

When Runner accesses Doppelganger Antibody, you may pay (2) to give Runner a Doppelganger counter, even if Doppelganger is not installed. Ignore this effect if Runner accesses Doppelganger from the Archives. Each Doppelganger counter causes Runner to lose (1) at the start of each of his or her turns. Runner may take an action to pay (4) to remove a Doppelganger counter. If Doppelganger is accessed from R&D, Runner must show it to you.

Rez a piece of ice, at no cost. Put X Kludge counters on that piece of ice; X cannot be 0. At the start of each of your turns, remove a Kludge counter. Trash that piece of ice when the last Kludge counter is removed from it.

Put (2) from the bank on Eurocorpse Spin Chip when it is installed. Eurocorpse Spin Chip can have an icebreaker installed in it whose MU cost is no greater than 1. Use the bits on Spin Chip only to pay for using this icebreaker during runs. If you use any of these bits, replace them from the bank at the start of your next turn.

Give the Corp 1 Bad Publicity point. Take 2 brain damage. This damage cannot be prevented. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

When Runner accesses Fetal AI, do 2 Net damage, even if it is not installed. Ignore this effect if Runner accesses Fetal AI from the Archives. If Fetal AI is accessed from R&D, Runner must show it to you. Runner must pay 2 to steal Fetal AI, in addition to any other costs.

Play only if you made a successful run on both HQ and R&D this turn. Give the Corp 1 Bad Publicity point. Give the Corp 1 additional Bad Publicity point if you liberated or trashed any Black Ops cards during those runs. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

After each successful run on R&D, give the Corp a Garbage counter. Two or more Garbage counters allow you to trash, at no cost, any cards accessed from R&D, even if the cards cannot normally be trashed. The Corp loses two Garbage counters after any run during which this ability is used. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

You may advance Government Contract before and after you rez it. Government Contract advancement counter: Gain (3). Use these bits only to pay for installing or rezzing cards. When the turn ends, return to the bank any of the (3) you did not spend.

After each successful run on R&D, give the Corp a Highlighter counter. Each Highlighter counter after the first allows you to access an additional card from R&D whenever you access cards from R&D. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

(s) Trace(X). If trace is successful, end the run, and the Runner cannot run again until they take an action to pay (2). Pay X, above the rez cost, when you rez Homing Missle. X is Homing Missle's strength and trace limit, and X cannot be greater than 8.

Do not play Identity Donor as an action; instead, play it during the Corp's turn when you would suffer meat damage. Prevent that damage and give the Corp 2 Bad Publicity points. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

You may advance LDL Traffic Analyzers before and after you rez it. You may rez LDL Traffic Analyzers during a trace attempt. LDL Traffic Analyzers advancement counter: Gain (5). Use this ability only during a trace attempt. When the trace attempt ends, return to the bank any of the (5) you did not spend.

Install Lesley Major only in a subsidiary data fort. (5): Add two advancement counters, at no cost, to a card installed in this data fort. Use this ability only when Runner passes the last piece of ice on this fort, and only once per run.

(1, Discard a card at random): Repeat one subroutine on a piece of ice on this fort, until the end of the run. Treat the copy of the subroutine as if it appeared immediately after the original subroutine. Use this ability only during a run.

Make a run. If run is successful, the Corp gives you two tags, and you give the Corp 1 Bad Publicity point for each black ice you encountered during the run, 1 for each Black Ops card the Corp rezzed during the run, and 1 for each Black Ops agenda you liberated during the run. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

At the start of each of your turns, if there are two Drip counters on Drip Feed, remove all Drip counters from it and take 1 brain damage, which cannot be prevented; otherwise, put a Drip counter on Drip Feed and gain an action.

(2,Trash the top two cards stored in R&D): Repeat one subroutine on a piece of ice on this fort, until the end of the run. Treat the copy of the subroutine as if it appeared immediately after the original subroutine. Use this ability only during a run.

(4,T): Trash, at no cost, one or more cards that you are currently accessing, even if those cards cannot normally be trashed. Hidden resources are installed face down, but are put into the trash face up.

(s) Do 1 Net damage. (s) End the run. (1): Move Mobile Barricade and insert it in a different position on this data fort. Use this ability only at the start of a run on this data fort. You may use this ability even if Mobile Barricade is unrezzed, in which case, you reveal it.

The difficulty of Grey Ops Agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

At the start of a run on this fort, Runner must announce the number of bits he or she will spend during the run. Runner cannot spend more than this during that run. If Runner does not spend that many bits during that run, the Runner loses the remainder once the run is complete. You may rez Obfuscated Fortress at the start of a run on this fort.

When Runner accesses Pattel Antibody, you may pay (3) to put a Pattel counter on all installed icebreakers, even if Pattel Antibody is not installed. Ignore this effect if Runner accesses Pattel Antibody from the archives. Each Pattel counter on an icebreaker reduces its strength by 1. If Pattel Antibody is accessed from R&D, Runner must show it to you.

Install Pavit only in a subsidiary data fort. When you rez Pavit, uninstall all cards installed in this fort and store them in HQ. Install an equal number of cards from HQ in this fort. Rez Pavit only when Runner has passed the last piece of ice on this fort.

For each 1 damage you successfully do, you may choose instead to prevent that damage and put a PDCA counter on Please Don't Choke Anyone. (PDCA counter): Gain an action. Use this ability only once per turn and only during your turn.

Play only if you have at least two connections in play. Trash two connections. Give the Corp 1 Bad Publicity point. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

The Corp cannot create any new data forts. The Corp may trash Precision Bribery by taking an action to pay (4). Only one unique card of a particular name can be in play at a time. If for some reason more than one is in play, trash all but one.

Install Raymond Ellison only in a subsidary data fort. (T): Remove any amount of advancement counters from cards installed in this data fort. Gain (3) for each advancement counter removed. Use these bits only during a run. At the end of the run, return to the bank any of the bits gained that you did not spend.

Rez a piece of ice, at no cost. Put on that ice a number of Term counters equal to its rez cost. At the start of each of your turns, if you have at least (2), lose (2) and remove one of these Term counters; otherwise, put a Term counter on that piece of ice.

The difficulty of research agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

After each successful run on HQ, give the Corp a Scaldan counter. Each Scaldan counter forces the Corp to roll a die at the start of each of its turns. On a 5 or a 6, the Corp gains 1 Bad Publicity point. The Corp may remove all Virus counters at any time, but must then forgo its next three actions. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

Play only if the Corp rezzed a piece of black ice this turn. The Corp either derezzes that piece of ice or receives 2 Bad Publicity points. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

Rez Siren when you install it. Install Siren only if you can pay to rez it. (1): Runner must make a run on the fort Siren is installed in, if possible, instead of on the fort he or she was originally going to make a run on. Use this ability only at the start of a run.

Make a run. Give the Corp 1 Bad Publicity point for each advertisement you trash during the run. If the Corp has 7 or more Bad Publicity points, it loses the game, even if it fulfills victory conditions at the same time.

Provides +1 MU and +1 hand size. Put (1) from the bank on Cranial Interface when it is installed. Use this bit only to pay for using icebreakers during runs, but not for using noisy icebreakers. If you use the bit, replace it from the bank at the start of your next turn. Only one deck can be in play at a time. Trash any older decks.

After each successful run on HQ, give the Corp a Tax counter. Every two Tax counters cause the Corp to lose (1) at the start of each of its turns. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

Search your stack for a program, and install it, at no cost. Shuffle your stack. If you install a program in this way, make a run. After the run, shuffle the program into your stack, unless it is no longer in play, in which case, lose (4) plus its installation cost. If this is more than the number of bits in your pool, suffer the difference in meat damage.

(T): Prevent one or more of your other installed resources from being trashed. Use this ability only during the Corp's turn. Hidden resources are installed face down, but are put into the trash face up.

After each successful run on HQ, give the Corp a Vienna counter. Each Vienna counter allows you to access an additional card from HQ whenever you access cards from HQ. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

When you score Breeding Ground, trash all cards installed in or on the fort Breeding Ground was installed in. When Runner accesses Breeding Ground, choose up to two programs for each advancement counter on breeding ground, Runner brings those program into his or her hand.

After each successful run on Archives, HQ, or R&D, put a Socket counter in that data fort. Socket counter from Archives, Socket counter from HQ, and Socket counter from R&D: Give the Corp a Pipe counter. Each Pipe counter causes the Corp to forgo an action at the start of each of its turns. The Corp may remove all Virus counters at any time, but must then forgo its next three actions.

(s) End the Run. (1): Move Walking Wall and insert it in a different position on this data fort. Use this ability only at the start of a run on this fort. You may use this ability even if Walking Wall is unrezzed, in which case, you must reveal it.

The difficulty of Black Ops agendas installed in this fort is reduced by 1. Rez a region when you install it. Install a region only if you can pay to rez it. Only one region may be installed in each fort. Trash older ones.

(0): Break wall subroutine. (2): +1 strength Whenever you break a wall subroutine with Wrecking Ball, lose (1) from a stealth card. "'Form of a Dwarf!' 'Shape of a Pile Driver!' I'm sick of all this Proteus crap. Gimme a good, old-fashioned hammer program any day."